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Comparing deliantra/server/random_maps/treasure.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.40 by root, Thu May 8 13:47:19 2008 UTC

1
2/* 1/*
3 * static char *rcsid_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.4 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30/* placing treasure in maps, where appropriate. */ 24/* placing treasure in maps, where appropriate. */
31
32
33 25
34#include <global.h> 26#include <global.h>
35#include <random_map.h> 27#include <random_map.h>
36#include <rproto.h> 28#include <rproto.h>
37 29
48#define LAST_OPTION 64 /* set this to the last real option, for random */ 40#define LAST_OPTION 64 /* set this to the last real option, for random */
49 41
50#define NO_PASS_DOORS 0 42#define NO_PASS_DOORS 0
51#define PASS_DOORS 1 43#define PASS_DOORS 1
52 44
45/* a macro to get a strongly centered random distribution,
46 from 0 to x, centered at x/2 */
47static int
48bc_random (int x)
49{
50 return (rmg_rndm (x) + rmg_rndm (x) + rmg_rndm (x)) / 3;
51}
52
53static object *
54gen_key (const shstr &keycode)
55{
56 /* get a key and set its keycode */
57 object *key = archetype::get (shstr_key2);
58
59 key->slaying = keycode;
60 key->stats.food = 100;
61 key->speed_left = -1.f;
62 key->flag [FLAG_IS_USED_UP] = true;
63 key->set_speed (1.f / 300.f);
64
65 return key;
66}
67
68/* places keys in the map, preferably in something alive.
69 keycode is the key's code,
70 door_flag is either PASS_DOORS or NO_PASS_DOORS.
71 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
72 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
73 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
74
75 The idea is that you call keyplace on x,y where a door is, and it'll make
76 sure a key is placed on both sides of the door.
77*/
78static int
79keyplace (maptile *map, int x, int y, const shstr &keycode, int door_flag, int n_keys, random_map_params *RP)
80{
81 int i, j;
82 int kx = 0, ky = 0;
83 object *the_keymaster; /* the monster that gets the key. */
84 object *the_key = gen_key (keycode);
85
86 if (door_flag == PASS_DOORS)
87 {
88 int tries = 0;
89
90 the_keymaster = 0;
91 while (tries < 15 && !the_keymaster)
92 {
93 i = rmg_rndm (RP->Xsize - 2) + 1;
94 j = rmg_rndm (RP->Ysize - 2) + 1;
95 tries++;
96 the_keymaster = find_closest_monster (map, i, j, RP);
97 }
98
99 /* if we don't find a good keymaster, drop the key on the ground. */
100 if (!the_keymaster)
101 {
102 int freeindex;
103
104 freeindex = -1;
105 for (tries = 0; tries < 15 && freeindex == -1; tries++)
106 {
107 kx = rmg_rndm (RP->Xsize - 2) + 1;
108 ky = rmg_rndm (RP->Ysize - 2) + 1;
109 freeindex = find_free_spot (the_key, map, kx, ky, 1, SIZEOFFREE1 + 1);
110 }
111
112 // can freeindex ever be < 0?
113 if (freeindex >= 0)
114 {
115 kx += freearr_x [freeindex];
116 ky += freearr_y [freeindex];
117 }
118 }
119 }
120 else
121 { /* NO_PASS_DOORS --we have to work harder. */
122 /* don't try to keyplace if we're sitting on a blocked square and
123 NO_PASS_DOORS is set. */
124 if (n_keys == 1)
125 {
126 if (wall_blocked (map, x, y))
127 {
128 the_key->destroy ();
129 return 0;
130 }
131
132 the_keymaster = find_monster_in_room (map, x, y, RP);
133 if (!the_keymaster) /* if fail, find a spot to drop the key. */
134 find_spot_in_room (map, x, y, &kx, &ky, RP);
135 }
136 else
137 {
138 int sum = 0; /* count how many keys we actually place */
139
140 /* I'm lazy, so just try to place in all 4 directions. */
141 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
142 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
143 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
144 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
145
146 if (sum < 2) /* we might have made a disconnected map-place more keys. */
147 { /* diagonally this time. */
148 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
149 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
150 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
151 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
152 }
153
154 the_key->destroy ();
155 return 1;
156 }
157 }
158
159 if (the_keymaster)
160 the_keymaster->head_ ()->insert (the_key);
161 else
162 {
163 the_key->x = kx;
164 the_key->y = ky;
165 insert_ob_in_map (the_key, map, NULL, 0);
166 }
167
168 return 1;
169}
53 170
54/* returns true if square x,y has P_NO_PASS set, which is true for walls 171/* returns true if square x,y has P_NO_PASS set, which is true for walls
55 * and doors but not monsters. 172 * and doors but not monsters.
56 * This function is not map tile aware. 173 * This function is not map tile aware.
57 */ 174 */
58
59int 175int
60wall_blocked (mapstruct *m, int x, int y) 176wall_blocked (maptile *m, int x, int y)
61{ 177{
62 int r;
63
64 if (OUT_OF_REAL_MAP (m, x, y)) 178 if (OUT_OF_REAL_MAP (m, x, y))
65 return 1; 179 return 1;
180
181 m->at (x, y).update ();
66 r = GET_MAP_MOVE_BLOCK (m, x, y) & ~MOVE_BLOCK_DEFAULT; 182 return GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_WALK;
67 return r;
68} 183}
69 184
70/* place treasures in the map, given the 185/* place treasures in the map, given the
71map, (required) 186map, (required)
72layout, (required) 187layout, (required)
73treasure style (may be empty or NULL, or "none" to cause no treasure.) 188treasure style (may be empty or NULL, or "none" to cause no treasure.)
74treasureoptions (may be 0 for random choices or positive) 189treasureoptions (may be 0 for random choices or positive)
75*/ 190*/
76
77void 191void
78place_treasure (mapstruct *map, char **layout, char *treasure_style, int treasureoptions, RMParms * RP) 192place_treasure (maptile *map, char **layout, char *treasure_style, int treasureoptions, random_map_params *RP)
79{ 193{
80 char styledirname[256]; 194 char styledirname[1024];
81 char stylefilepath[256]; 195 char stylefilepath[1024];
82 mapstruct *style_map = 0; 196 maptile *style_map = 0;
83 int num_treasures; 197 int num_treasures;
84 198
85 /* bail out if treasure isn't wanted. */ 199 /* bail out if treasure isn't wanted. */
86 if (treasure_style) 200 if (treasure_style)
87 if (!strcmp (treasure_style, "none")) 201 if (!strcmp (treasure_style, "none"))
88 return; 202 return;
203
89 if (treasureoptions <= 0) 204 if (treasureoptions <= 0)
90 treasureoptions = RANDOM () % (2 * LAST_OPTION); 205 treasureoptions = rmg_rndm (2 * LAST_OPTION);
91 206
92 /* filter out the mutually exclusive options */ 207 /* filter out the mutually exclusive options */
93 if ((treasureoptions & RICH) && (treasureoptions & SPARSE)) 208 if ((treasureoptions & RICH) && (treasureoptions & SPARSE))
94 { 209 {
95 if (RANDOM () % 2) 210 if (rmg_rndm (2))
96 treasureoptions -= 1; 211 treasureoptions -= 1;
97 else 212 else
98 treasureoptions -= 2; 213 treasureoptions -= 2;
99 } 214 }
100 215
101 /* pick the number of treasures */ 216 /* pick the number of treasures */
102 if (treasureoptions & SPARSE) 217 if (treasureoptions & SPARSE)
103 num_treasures = BC_RANDOM (RP->total_map_hp / 600 + RP->difficulty / 2 + 1); 218 num_treasures = bc_random (RP->total_map_hp / 600 + RP->difficulty / 2 + 1);
104 else if (treasureoptions & RICH) 219 else if (treasureoptions & RICH)
105 num_treasures = BC_RANDOM (RP->total_map_hp / 150 + 2 * RP->difficulty + 1); 220 num_treasures = bc_random (RP->total_map_hp / 150 + 2 * RP->difficulty + 1);
106 else 221 else
107 num_treasures = BC_RANDOM (RP->total_map_hp / 300 + RP->difficulty + 1); 222 num_treasures = bc_random (RP->total_map_hp / 300 + RP->difficulty + 1);
108 223
109 if (num_treasures <= 0) 224 if (num_treasures <= 0)
110 return; 225 return;
111 226
112 /* get the style map */ 227 /* get the style map */
113 sprintf (styledirname, "%s", "/styles/treasurestyles"); 228 sprintf (styledirname, "%s", "/styles/treasurestyles");
114 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style); 229 sprintf (stylefilepath, "%s/%s", styledirname, treasure_style);
115 style_map = find_style (styledirname, treasure_style, -1); 230 style_map = find_style (styledirname, treasure_style, -1);
116 231
232 if (!style_map)
233 {
234 LOG (llevError, "unable to load style map %s %s.\n", styledirname, treasure_style);
235 return;
236 }
237
117 /* all the treasure at one spot in the map. */ 238 /* all the treasure at one spot in the map. */
118 if (treasureoptions & CONCENTRATED) 239 if (treasureoptions & CONCENTRATED)
119 { 240 {
120
121 /* map_layout_style global, and is previously set */ 241 /* map_layout_style global, and is previously set */
122 switch (RP->map_layout_style) 242 switch (RP->map_layout_style)
123 { 243 {
124 case ONION_LAYOUT: 244 case LAYOUT_ONION:
125 case SPIRAL_LAYOUT: 245 case LAYOUT_SPIRAL:
126 case SQUARE_SPIRAL_LAYOUT: 246 case LAYOUT_SQUARE_SPIRAL:
127 { 247 {
128 int i, j; 248 int i, j;
129 249
130 /* search the onion for C's or '>', and put treasure there. */ 250 /* search the onion for C's or '>', and put treasure there. */
131 for (i = 0; i < RP->Xsize; i++) 251 for (i = 0; i < RP->Xsize; i++)
132 { 252 {
133 for (j = 0; j < RP->Ysize; j++) 253 for (j = 0; j < RP->Ysize; j++)
134 { 254 {
135 if (layout[i][j] == 'C' || layout[i][j] == '>') 255 if (layout[i][j] == 'C' || layout[i][j] == '>')
136 { 256 {
137 int tdiv = RP->symmetry_used; 257 int tdiv = RP->symmetry_used;
138 object **doorlist;
139 object *chest; 258 object *chest;
140 259
141 if (tdiv == 3) 260 if (tdiv == 3)
142 tdiv = 2; /* this symmetry uses a divisor of 2 */ 261 tdiv = 2; /* this symmetry uses a divisor of 2 */
262
143 /* don't put a chest on an exit. */ 263 /* don't put a chest on an exit. */
144 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP); 264 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures / tdiv, RP);
265
145 if (!chest) 266 if (!chest)
146 continue; /* if no chest was placed NEXT */ 267 continue; /* if no chest was placed NEXT */
268
147 if (treasureoptions & (DOORED | HIDDEN)) 269 if (treasureoptions & (DOORED | HIDDEN))
148 { 270 {
149 doorlist = find_doors_in_room (map, i, j, RP); 271 object **doorlist = find_doors_in_room (map, i, j, RP);
150 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 272 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
151 free (doorlist); 273 free (doorlist);
152 } 274 }
153 } 275 }
154 } 276 }
155 } 277 }
156 break; 278 break;
157 } 279 }
280
158 default: 281 default:
159 { 282 {
160 int i, j, tries; 283 int i, j, tries;
161 object *chest; 284 object *chest;
162 object **doorlist; 285 object **doorlist;
163 286
164 i = j = -1; 287 i = j = -1;
165 tries = 0; 288 tries = 0;
166 while (i == -1 && tries < 100) 289 while (i == -1 && tries < 100)
167 { 290 {
168 i = RANDOM () % (RP->Xsize - 2) + 1; 291 i = rmg_rndm (RP->Xsize - 2) + 1;
169 j = RANDOM () % (RP->Ysize - 2) + 1; 292 j = rmg_rndm (RP->Ysize - 2) + 1;
170 find_enclosed_spot (map, &i, &j, RP); 293 find_enclosed_spot (map, &i, &j, RP);
294
171 if (wall_blocked (map, i, j)) 295 if (wall_blocked (map, i, j))
172 i = -1; 296 i = -1;
297
173 tries++; 298 tries++;
174 } 299 }
300
175 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP); 301 chest = place_chest (treasureoptions, i, j, map, style_map, num_treasures, RP);
302
176 if (!chest) 303 if (!chest)
177 return; 304 return;
305
178 i = chest->x; 306 i = chest->x;
179 j = chest->y; 307 j = chest->y;
180 if (treasureoptions & (DOORED | HIDDEN)) 308 if (treasureoptions & (DOORED | HIDDEN))
181 { 309 {
182 doorlist = surround_by_doors (map, layout, i, j, treasureoptions); 310 doorlist = surround_by_doors (map, layout, i, j, treasureoptions);
183 lock_and_hide_doors (doorlist, map, treasureoptions, RP); 311 lock_and_hide_doors (doorlist, map, treasureoptions, RP);
184 free (doorlist); 312 free (doorlist);
185 } 313 }
186 } 314 }
187 } 315 }
188 } 316 }
189 else 317 else
190 { /* DIFFUSE treasure layout */ 318 { /* DIFFUSE treasure layout */
191 int ti, i, j; 319 int ti, i, j;
192 320
193 for (ti = 0; ti < num_treasures; ti++) 321 for (ti = 0; ti < num_treasures; ti++)
194 { 322 {
195 i = RANDOM () % (RP->Xsize - 2) + 1; 323 i = rmg_rndm (RP->Xsize - 2) + 1;
196 j = RANDOM () % (RP->Ysize - 2) + 1; 324 j = rmg_rndm (RP->Ysize - 2) + 1;
197 place_chest (treasureoptions, i, j, map, style_map, 1, RP); 325 place_chest (treasureoptions, i, j, map, style_map, 1, RP);
198 } 326 }
199 } 327 }
200} 328}
201
202
203 329
204/* put a chest into the map, near x and y, with the treasure style 330/* put a chest into the map, near x and y, with the treasure style
205 determined (may be null, or may be a treasure list from lib/treasures, 331 determined (may be null, or may be a treasure list from lib/treasures,
206 if the global variable "treasurestyle" is set to that treasure list's name */ 332 if the global variable "treasurestyle" is set to that treasure list's name */
207
208object * 333object *
209place_chest (int treasureoptions, int x, int y, mapstruct *map, mapstruct *style_map, int n_treasures, RMParms * RP) 334place_chest (int treasureoptions, int x, int y, maptile *map, maptile *style_map, int n_treasures, random_map_params *RP)
210{ 335{
211 object *the_chest;
212 int i, xl, yl;
213
214 the_chest = get_archetype ("chest"); /* was "chest_2" */ 336 object *the_chest = archetype::get (shstr_chest); /* was "chest_2" */
215 337
216 /* first, find a place to put the chest. */ 338 /* first, find a place to put the chest. */
217 i = find_first_free_spot (the_chest, map, x, y); 339 int i = find_first_free_spot (the_chest, map, x, y); // this call uses the main rng
218 if (i == -1) 340 if (i == -1)
219 { 341 {
220 free_object (the_chest); 342 the_chest->destroy ();
221 return NULL; 343 return NULL;
222 } 344 }
345
223 xl = x + freearr_x[i]; 346 int xl = x + freearr_x[i];
224 yl = y + freearr_y[i]; 347 int yl = y + freearr_y[i];
225 348
226 /* if the placement is blocked, return a fail. */ 349 /* if the placement is blocked, return a fail. */
227 if (wall_blocked (map, xl, yl)) 350 if (wall_blocked (map, xl, yl))
228 return 0; 351 return 0;
229
230 352
231 /* put the treasures in the chest. */ 353 /* put the treasures in the chest. */
232 /* if(style_map) { */ 354 /* if(style_map) { */
233#if 0 /* don't use treasure style maps for now! */ 355#if 0 /* don't use treasure style maps for now! */
234 int ti; 356 int ti;
237 treasurelist *tlist = find_treasurelist (RP->treasurestyle); 359 treasurelist *tlist = find_treasurelist (RP->treasurestyle);
238 360
239 if (tlist != NULL) 361 if (tlist != NULL)
240 for (ti = 0; ti < n_treasures; ti++) 362 for (ti = 0; ti < n_treasures; ti++)
241 { /* use the treasure list */ 363 { /* use the treasure list */
242 object *new_treasure = pick_random_object (style_map); 364 object *new_treasure = style_map->pick_random_object (rmg_rndm);
243 365
244 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest); 366 insert_ob_in_ob (arch_to_object (new_treasure->arch), the_chest);
245 } 367 }
246 else 368 else
247 { /* use the style map */ 369 { /* use the style map */
248 the_chest->randomitems = tlist; 370 the_chest->randomitems = tlist;
249 the_chest->stats.hp = n_treasures; 371 the_chest->stats.hp = n_treasures;
250 } 372 }
251#endif 373#endif
252 else
253 { /* neither style_map no treasure list given */ 374 { /* neither style_map no treasure list given */
254 treasurelist *tlist = find_treasurelist ("chest"); 375 treasurelist *tlist = treasurelist::find ("chest");
255 376
256 the_chest->randomitems = tlist; 377 the_chest->randomitems = tlist;
257 the_chest->stats.hp = n_treasures; 378 the_chest->stats.hp = n_treasures;
258 } 379 }
259 380
260 /* stick a trap in the chest if required */ 381 /* stick a trap in the chest if required */
261 if (treasureoptions & TRAPPED) 382 if (treasureoptions & TRAPPED)
262 { 383 {
263 mapstruct *trap_map = find_style ("/styles/trapstyles", "traps", -1); 384 maptile *trap_map = find_style ("/styles/trapstyles", "traps", -1);
264 object *the_trap;
265 385
266 if (trap_map) 386 if (trap_map)
267 { 387 {
268 the_trap = pick_random_object (trap_map); 388 object *the_trap = trap_map->pick_random_object (rmg_rndm);
389
269 the_trap->stats.Cha = 10 + RP->difficulty; 390 the_trap->stats.Cha = 10 + RP->difficulty;
270 the_trap->level = BC_RANDOM ((3 * RP->difficulty) / 2); 391 the_trap->level = bc_random ((3 * RP->difficulty) / 2);
392
271 if (the_trap) 393 if (the_trap)
272 { 394 {
273 object *new_trap; 395 object *new_trap = the_trap->arch->instance ();//TODO: why not clone?
274 396
275 new_trap = arch_to_object (the_trap->arch);
276 copy_object (new_trap, the_trap);
277 new_trap->x = x; 397 new_trap->x = x;
278 new_trap->y = y; 398 new_trap->y = y;
279 insert_ob_in_ob (new_trap, the_chest); 399 insert_ob_in_ob (new_trap, the_chest);
280 } 400 }
281 } 401 }
282 } 402 }
283 403
284 /* set the chest lock code, and call the keyplacer routine with 404 /* set the chest lock code, and call the keyplacer routine with
285 the lockcode. It's not worth bothering to lock the chest if 405 the lockcode. It's not worth bothering to lock the chest if
286 there's only 1 treasure.... */ 406 there's only 1 treasure.... */
287
288 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1) 407 if ((treasureoptions & KEYREQUIRED) && n_treasures > 1)
289 { 408 {
290 char keybuf[256]; 409 the_chest->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
291
292 sprintf (keybuf, "%d", (int) RANDOM ());
293 the_chest->slaying = keybuf;
294 keyplace (map, x, y, keybuf, PASS_DOORS, 1, RP); 410 keyplace (map, x, y, the_chest->slaying, PASS_DOORS, 1, RP);
295 } 411 }
296 412
297 /* actually place the chest. */ 413 /* actually place the chest. */
298 the_chest->x = xl; 414 the_chest->x = xl;
299 the_chest->y = yl; 415 the_chest->y = yl;
303 419
304 420
305/* finds the closest monster and returns him, regardless of doors 421/* finds the closest monster and returns him, regardless of doors
306 or walls */ 422 or walls */
307object * 423object *
308find_closest_monster (mapstruct *map, int x, int y, RMParms * RP) 424find_closest_monster (maptile *map, int x, int y, random_map_params *RP)
309{ 425{
310 int i; 426 int i;
311 427
312 for (i = 0; i < SIZEOFFREE; i++) 428 for (i = 0; i < SIZEOFFREE; i++)
313 { 429 {
318 /* boundscheck */ 434 /* boundscheck */
319 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize) 435 if (lx >= 0 && ly >= 0 && lx < RP->Xsize && ly < RP->Ysize)
320 /* don't bother searching this square unless the map says life exists. */ 436 /* don't bother searching this square unless the map says life exists. */
321 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE) 437 if (GET_MAP_FLAGS (map, lx, ly) & P_IS_ALIVE)
322 { 438 {
323 object *the_monster = get_map_ob (map, lx, ly); 439 object *the_monster = GET_MAP_OB (map, lx, ly);
324 440
325 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above); 441 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_MONSTER)); the_monster = the_monster->above);
326 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER)) 442 if (the_monster && QUERY_FLAG (the_monster, FLAG_MONSTER))
327 return the_monster; 443 return the_monster;
328 } 444 }
329 } 445 }
330 return NULL; 446 return NULL;
331} 447}
332 448
333
334
335/* places keys in the map, preferably in something alive.
336 keycode is the key's code,
337 door_flag is either PASS_DOORS or NO_PASS_DOORS.
338 NO_PASS_DOORS won't cross doors or walls to keyplace, PASS_DOORS will.
339 if n_keys is 1, it will place 1 key. if n_keys >1, it will place 2-4 keys:
340 it will place 2-4 keys regardless of what nkeys is provided nkeys > 1.
341
342 The idea is that you call keyplace on x,y where a door is, and it'll make
343 sure a key is placed on both sides of the door.
344*/
345
346int
347keyplace (mapstruct *map, int x, int y, char *keycode, int door_flag, int n_keys, RMParms * RP)
348{
349 int i, j;
350 int kx, ky;
351 object *the_keymaster; /* the monster that gets the key. */
352 object *the_key;
353
354 /* get a key and set its keycode */
355 the_key = get_archetype ("key2");
356 the_key->slaying = keycode;
357
358 if (door_flag == PASS_DOORS)
359 {
360 int tries = 0;
361
362 the_keymaster = NULL;
363 while (tries < 15 && the_keymaster == NULL)
364 {
365 i = (RANDOM () % (RP->Xsize - 2)) + 1;
366 j = (RANDOM () % (RP->Ysize - 2)) + 1;
367 tries++;
368 the_keymaster = find_closest_monster (map, i, j, RP);
369 }
370 /* if we don't find a good keymaster, drop the key on the ground. */
371 if (the_keymaster == NULL)
372 {
373 int freeindex;
374
375 freeindex = -1;
376 for (tries = 0; tries < 15 && freeindex == -1; tries++)
377 {
378 kx = (RANDOM () % (RP->Xsize - 2)) + 1;
379 ky = (RANDOM () % (RP->Ysize - 2)) + 1;
380 freeindex = find_first_free_spot (the_key, map, kx, ky);
381 }
382 if (freeindex != -1)
383 {
384 kx += freearr_x[freeindex];
385 ky += freearr_y[freeindex];
386 }
387 }
388 }
389 else
390 { /* NO_PASS_DOORS --we have to work harder. */
391 /* don't try to keyplace if we're sitting on a blocked square and
392 NO_PASS_DOORS is set. */
393 if (n_keys == 1)
394 {
395 if (wall_blocked (map, x, y))
396 return 0;
397 the_keymaster = find_monster_in_room (map, x, y, RP);
398 if (the_keymaster == NULL) /* if fail, find a spot to drop the key. */
399 find_spot_in_room (map, x, y, &kx, &ky, RP);
400 }
401 else
402 {
403 int sum = 0; /* count how many keys we actually place */
404
405 /* I'm lazy, so just try to place in all 4 directions. */
406 sum += keyplace (map, x + 1, y, keycode, NO_PASS_DOORS, 1, RP);
407 sum += keyplace (map, x, y + 1, keycode, NO_PASS_DOORS, 1, RP);
408 sum += keyplace (map, x - 1, y, keycode, NO_PASS_DOORS, 1, RP);
409 sum += keyplace (map, x, y - 1, keycode, NO_PASS_DOORS, 1, RP);
410 if (sum < 2) /* we might have made a disconnected map-place more keys. */
411 { /* diagnoally this time. */
412 keyplace (map, x + 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
413 keyplace (map, x + 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
414 keyplace (map, x - 1, y + 1, keycode, NO_PASS_DOORS, 1, RP);
415 keyplace (map, x - 1, y - 1, keycode, NO_PASS_DOORS, 1, RP);
416 }
417 return 1;
418 }
419 }
420
421 if (the_keymaster == NULL)
422 {
423 the_key->x = kx;
424 the_key->y = ky;
425 insert_ob_in_map (the_key, map, NULL, 0);
426 return 1;
427 }
428
429 insert_ob_in_ob (the_key, the_keymaster);
430 return 1;
431}
432
433
434
435/* both find_monster_in_room routines need to have access to this. */ 449/* both find_monster_in_room routines need to have access to this. */
436 450
437object *theMonsterToFind; 451object *theMonsterToFind;
438 452
439/* a recursive routine which will return a monster, eventually,if there is one. 453/* a recursive routine which will return a monster, eventually,if there is one.
440 it does a check-off on the layout, converting 0's to 1's */ 454 it does a check-off on the layout, converting 0's to 1's */
441 455
442object * 456object *
443find_monster_in_room_recursive (char **layout, mapstruct *map, int x, int y, RMParms * RP) 457find_monster_in_room_recursive (char **layout, maptile *map, int x, int y, random_map_params *RP)
444{ 458{
445 int i, j; 459 int i, j;
446 460
447 /* if we've found a monster already, leave */ 461 /* if we've found a monster already, leave */
448 if (theMonsterToFind != NULL) 462 if (theMonsterToFind != NULL)
459 /* check the current square for a monster. If there is one, 473 /* check the current square for a monster. If there is one,
460 set theMonsterToFind and return it. */ 474 set theMonsterToFind and return it. */
461 layout[x][y] = 1; 475 layout[x][y] = 1;
462 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE) 476 if (GET_MAP_FLAGS (map, x, y) & P_IS_ALIVE)
463 { 477 {
464 object *the_monster = get_map_ob (map, x, y); 478 object *the_monster = GET_MAP_OB (map, x, y);
465 479
466 /* check off this point */ 480 /* check off this point */
467 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above); 481 for (; the_monster != NULL && (!QUERY_FLAG (the_monster, FLAG_ALIVE)); the_monster = the_monster->above);
468 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE)) 482 if (the_monster && QUERY_FLAG (the_monster, FLAG_ALIVE))
469 { 483 {
471 return theMonsterToFind; 485 return theMonsterToFind;
472 } 486 }
473 } 487 }
474 488
475 /* now search all the 8 squares around recursively for a monster,in random order */ 489 /* now search all the 8 squares around recursively for a monster,in random order */
476 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 490 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
477 { 491 {
478 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 492 theMonsterToFind = find_monster_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
479 if (theMonsterToFind != NULL) 493 if (theMonsterToFind != NULL)
480 return theMonsterToFind; 494 return theMonsterToFind;
481 } 495 }
496
482 return theMonsterToFind; 497 return theMonsterToFind;
483} 498}
484
485 499
486/* sets up some data structures: the _recursive form does the 500/* sets up some data structures: the _recursive form does the
487 real work. */ 501 real work. */
488
489object * 502object *
490find_monster_in_room (mapstruct *map, int x, int y, RMParms * RP) 503find_monster_in_room (maptile *map, int x, int y, random_map_params *RP)
491{ 504{
492 char **layout2; 505 Layout layout2 (RP);
493 int i, j; 506
507 layout2->clear ();
508
509 /* allocate and copy the layout, converting C to 0. */
510 for (int i = 0; i < layout2->w; i++)
511 for (int j = 0; j < layout2->h; j++)
512 if (wall_blocked (map, i, j))
513 layout2[i][j] = '#';
494 514
495 theMonsterToFind = 0; 515 theMonsterToFind = 0;
496 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
497 /* allocate and copy the layout, converting C to 0. */
498 for (i = 0; i < RP->Xsize; i++)
499 {
500 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
501 for (j = 0; j < RP->Ysize; j++)
502 {
503 if (wall_blocked (map, i, j))
504 layout2[i][j] = '#';
505 }
506 }
507 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP); 516 theMonsterToFind = find_monster_in_room_recursive (layout2, map, x, y, RP);
508 517
509 /* deallocate the temp. layout */ 518 layout2.free ();
510 for (i = 0; i < RP->Xsize; i++)
511 {
512 free (layout2[i]);
513 }
514 free (layout2);
515 519
516 return theMonsterToFind; 520 return theMonsterToFind;
517} 521}
518
519
520
521 522
522/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */ 523/* a datastructure needed by find_spot_in_room and find_spot_in_room_recursive */
523int *room_free_spots_x; 524int *room_free_spots_x;
524int *room_free_spots_y; 525int *room_free_spots_y;
525int number_of_free_spots_in_room; 526int number_of_free_spots_in_room;
526 527
527/* the workhorse routine, which finds the free spots in a room: 528/* the workhorse routine, which finds the free spots in a room:
528a datastructure of free points is set up, and a position chosen from 529a datastructure of free points is set up, and a position chosen from
529that datastructure. */ 530that datastructure. */
530
531void 531void
532find_spot_in_room_recursive (char **layout, int x, int y, RMParms * RP) 532find_spot_in_room_recursive (char **layout, int x, int y, random_map_params *RP)
533{ 533{
534 int i, j; 534 int i, j;
535 535
536 /* bounds check x and y */ 536 /* bounds check x and y */
537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize)) 537 if (!(x >= 0 && y >= 0 && x < RP->Xsize && y < RP->Ysize))
546 /* check off this point */ 546 /* check off this point */
547 layout[x][y] = 1; 547 layout[x][y] = 1;
548 room_free_spots_x[number_of_free_spots_in_room] = x; 548 room_free_spots_x[number_of_free_spots_in_room] = x;
549 room_free_spots_y[number_of_free_spots_in_room] = y; 549 room_free_spots_y[number_of_free_spots_in_room] = y;
550 number_of_free_spots_in_room++; 550 number_of_free_spots_in_room++;
551
551 /* now search all the 8 squares around recursively for free spots,in random order */ 552 /* now search all the 8 squares around recursively for free spots,in random order */
552 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 553 for (i = rmg_rndm (8), j = 0; j < 8 && theMonsterToFind == NULL; i++, j++)
553 {
554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP); 554 find_spot_in_room_recursive (layout, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], RP);
555 }
556 555
557} 556}
558 557
559/* find a random non-blocked spot in this room to drop a key. */ 558/* find a random non-blocked spot in this room to drop a key. */
560void 559void
561find_spot_in_room (mapstruct *map, int x, int y, int *kx, int *ky, RMParms * RP) 560find_spot_in_room (maptile *map, int x, int y, int *kx, int *ky, random_map_params *RP)
562{ 561{
563 char **layout2; 562 char **layout2;
564 int i, j; 563 int i, j;
565 564
566 number_of_free_spots_in_room = 0; 565 number_of_free_spots_in_room = 0;
571 /* allocate and copy the layout, converting C to 0. */ 570 /* allocate and copy the layout, converting C to 0. */
572 for (i = 0; i < RP->Xsize; i++) 571 for (i = 0; i < RP->Xsize; i++)
573 { 572 {
574 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize); 573 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
575 for (j = 0; j < RP->Ysize; j++) 574 for (j = 0; j < RP->Ysize; j++)
576 {
577 if (wall_blocked (map, i, j)) 575 if (wall_blocked (map, i, j))
578 layout2[i][j] = '#'; 576 layout2[i][j] = '#';
579 }
580 } 577 }
581 578
582 /* setup num_free_spots and room_free_spots */ 579 /* setup num_free_spots and room_free_spots */
583 find_spot_in_room_recursive (layout2, x, y, RP); 580 find_spot_in_room_recursive (layout2, x, y, RP);
584 581
585 if (number_of_free_spots_in_room > 0) 582 if (number_of_free_spots_in_room > 0)
586 { 583 {
587 i = RANDOM () % number_of_free_spots_in_room; 584 i = rmg_rndm (number_of_free_spots_in_room);
588 *kx = room_free_spots_x[i]; 585 *kx = room_free_spots_x[i];
589 *ky = room_free_spots_y[i]; 586 *ky = room_free_spots_y[i];
590 } 587 }
591 588
592 /* deallocate the temp. layout */ 589 /* deallocate the temp. layout */
593 for (i = 0; i < RP->Xsize; i++) 590 for (i = 0; i < RP->Xsize; i++)
594 {
595 free (layout2[i]); 591 free (layout2[i]);
596 } 592
597 free (layout2); 593 free (layout2);
598 free (room_free_spots_x); 594 free (room_free_spots_x);
599 free (room_free_spots_y); 595 free (room_free_spots_y);
600} 596}
601 597
602 598
603/* searches the map for a spot with walls around it. The more 599/* searches the map for a spot with walls around it. The more
604 walls the better, but it'll settle for 1 wall, or even 0, but 600 walls the better, but it'll settle for 1 wall, or even 0, but
605 it'll return 0 if no FREE spots are found.*/ 601 it'll return 0 if no FREE spots are found.*/
606
607void 602void
608find_enclosed_spot (mapstruct *map, int *cx, int *cy, RMParms * RP) 603find_enclosed_spot (maptile *map, int *cx, int *cy, random_map_params *RP)
609{ 604{
610 int x, y; 605 int x, y;
611 int i; 606 int i;
612 607
613 x = *cx; 608 x = *cx;
662 *cy = ly; 657 *cy = ly;
663 return; 658 return;
664 } 659 }
665 } 660 }
666 /* give up and return the closest free spot. */ 661 /* give up and return the closest free spot. */
667 i = find_first_free_spot (&find_archetype ("chest")->clone, map, x, y); 662 i = find_free_spot (archetype::find (shstr_chest), map, x, y, 1, SIZEOFFREE1 + 1);
668 if (i != -1 && i <= SIZEOFFREE1) 663
664 if (i != -1)
669 { 665 {
670 *cx = x + freearr_x[i]; 666 *cx = x + freearr_x[i];
671 *cy = y + freearr_y[i]; 667 *cy = y + freearr_y[i];
672 return; 668 }
669 else
673 } 670 {
674 /* indicate failure */ 671 /* indicate failure */
672 *cx = -1;
675 *cx = *cy = -1; 673 *cy = -1;
674 }
676} 675}
677
678 676
679void 677void
680remove_monsters (int x, int y, mapstruct *map) 678remove_monsters (int x, int y, maptile *map)
681{ 679{
682 object *tmp; 680 object *tmp;
683 681
684 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 682 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
685 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 if (QUERY_FLAG (tmp, FLAG_ALIVE))
686 { 684 {
687 if (tmp->head) 685 if (tmp->head)
688 tmp = tmp->head; 686 tmp = tmp->head;
689 remove_ob (tmp); 687 tmp->remove ();
690 free_object (tmp); 688 tmp->destroy ();
691 tmp = get_map_ob (map, x, y); 689 tmp = GET_MAP_OB (map, x, y);
692 if (tmp == NULL) 690 if (tmp == NULL)
693 break; 691 break;
694 }; 692 };
695} 693}
696 694
697
698/* surrounds the point x,y by doors, so as to enclose something, like 695/* surrounds the point x,y by doors, so as to enclose something, like
699 a chest. It only goes as far as the 8 squares surrounding, and 696 a chest. It only goes as far as the 8 squares surrounding, and
700 it'll remove any monsters it finds.*/ 697 it'll remove any monsters it finds.*/
701
702object ** 698object **
703surround_by_doors (mapstruct *map, char **layout, int x, int y, int opts) 699surround_by_doors (maptile *map, char **layout, int x, int y, int opts)
704{ 700{
705 int i; 701 int i;
706 char *doors[2]; 702 const char *doors[2];
707 object **doorlist; 703 object **doorlist;
708 int ndoors_made = 0; 704 int ndoors_made = 0;
709 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */ 705 doorlist = (object **) calloc (9, sizeof (object *)); /* 9 doors so we can hold termination null */
710 706
711 /* this is a list we pick from, for horizontal and vertical doors */ 707 /* this is a list we pick from, for horizontal and vertical doors */
723 /* place doors in all the 8 adjacent unblocked squares. */ 719 /* place doors in all the 8 adjacent unblocked squares. */
724 for (i = 1; i < 9; i++) 720 for (i = 1; i < 9; i++)
725 { 721 {
726 int x1 = x + freearr_x[i], y1 = y + freearr_y[i]; 722 int x1 = x + freearr_x[i], y1 = y + freearr_y[i];
727 723
728 if (!wall_blocked (map, x1, y1) || layout[x1][y1] == '>') 724 if (!wall_blocked (map, x1, y1) && layout[x1][y1] == '>')
729 { /* place a door */ 725 { /* place a door */
726 remove_monsters (x1, y1, map);
727
730 object *new_door = get_archetype ((freearr_x[i] == 0) ? doors[1] : doors[0]); 728 object *new_door = get_archetype (freearr_x[i] == 0 ? doors[1] : doors[0]);
731 729 map->insert (new_door, x1, y1);
732 new_door->x = x + freearr_x[i];
733 new_door->y = y + freearr_y[i];
734 remove_monsters (new_door->x, new_door->y, map);
735 insert_ob_in_map (new_door, map, NULL, 0);
736 doorlist[ndoors_made] = new_door; 730 doorlist[ndoors_made] = new_door;
737 ndoors_made++; 731 ndoors_made++;
738 } 732 }
739 } 733 }
734
740 return doorlist; 735 return doorlist;
741} 736}
742 737
743 738
744/* returns the first door in this square, or NULL if there isn't a door. */ 739/* returns the first door in this square, or NULL if there isn't a door. */
745object * 740object *
746door_in_square (mapstruct *map, int x, int y) 741door_in_square (maptile *map, int x, int y)
747{ 742{
748 object *tmp; 743 object *tmp;
749 744
750 for (tmp = get_map_ob (map, x, y); tmp != NULL; tmp = tmp->above) 745 for (tmp = GET_MAP_OB (map, x, y); tmp != NULL; tmp = tmp->above)
751 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 746 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
752 return tmp; 747 return tmp;
753 return NULL; 748 return NULL;
754} 749}
755 750
756
757/* the workhorse routine, which finds the doors in a room */ 751/* the workhorse routine, which finds the doors in a room */
758void 752void
759find_doors_in_room_recursive (char **layout, mapstruct *map, int x, int y, object **doorlist, int *ndoors, RMParms * RP) 753find_doors_in_room_recursive (char **layout, maptile *map, int x, int y, object **doorlist, int *ndoors, random_map_params *RP)
760{ 754{
761 int i, j; 755 int i, j;
762 object *door; 756 object *door;
763 757
764 /* bounds check x and y */ 758 /* bounds check x and y */
772 /* check off this point */ 766 /* check off this point */
773 if (layout[x][y] == '#') 767 if (layout[x][y] == '#')
774 { /* there could be a door here */ 768 { /* there could be a door here */
775 layout[x][y] = 1; 769 layout[x][y] = 1;
776 door = door_in_square (map, x, y); 770 door = door_in_square (map, x, y);
777 if (door != NULL) 771 if (door)
778 { 772 {
779 doorlist[*ndoors] = door; 773 doorlist[*ndoors] = door;
774
780 if (*ndoors > 254) /* eek! out of memory */ 775 if (*ndoors > 1022) /* eek! out of memory */
781 { 776 {
782 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n"); 777 LOG (llevError, "find_doors_in_room_recursive:Too many doors for memory allocated!\n");
783 return; 778 return;
784 } 779 }
780
785 *ndoors = *ndoors + 1; 781 *ndoors = *ndoors + 1;
786 } 782 }
787 } 783 }
788 else 784 else
789 { 785 {
790 layout[x][y] = 1; 786 layout[x][y] = 1;
787
791 /* now search all the 8 squares around recursively for free spots,in random order */ 788 /* now search all the 8 squares around recursively for free spots,in random order */
792 for (i = RANDOM () % 8, j = 0; j < 8 && theMonsterToFind == NULL; i++, j++) 789 for (i = rmg_rndm (8), j = 0; j < 8 && !theMonsterToFind; i++, j++)
793 { 790 find_doors_in_room_recursive (layout, map,
794 find_doors_in_room_recursive (layout, map, x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1], doorlist, ndoors, RP); 791 x + freearr_x[i % 8 + 1], y + freearr_y[i % 8 + 1],
795 } 792 doorlist, ndoors, RP);
796 } 793 }
797} 794}
798 795
799/* find a random non-blocked spot in this room to drop a key. */ 796/* find a random non-blocked spot in this room to drop a key. */
800object ** 797object **
801find_doors_in_room (mapstruct *map, int x, int y, RMParms * RP) 798find_doors_in_room (maptile *map, int x, int y, random_map_params *RP)
802{ 799{
803 char **layout2;
804 object **doorlist;
805 int i, j; 800 int i, j;
806 int ndoors = 0; 801 int ndoors = 0;
807 802
808 doorlist = (object **) calloc (sizeof (int), 256); 803 object **doorlist = (object **)calloc (sizeof (int), 1024);
809 804
805 LayoutData layout2 (RP->Xsize, RP->Ysize);
806 layout2.clear ();
810 807
811 layout2 = (char **) calloc (sizeof (char *), RP->Xsize);
812 /* allocate and copy the layout, converting C to 0. */ 808 /* allocate and copy the layout, converting C to 0. */
813 for (i = 0; i < RP->Xsize; i++) 809 for (i = 0; i < RP->Xsize; i++)
814 {
815 layout2[i] = (char *) calloc (sizeof (char), RP->Ysize);
816 for (j = 0; j < RP->Ysize; j++) 810 for (j = 0; j < RP->Ysize; j++)
817 { 811 layout2[i][j] = wall_blocked (map, i, j) ? '#' : 0;
818 if (wall_blocked (map, i, j))
819 layout2[i][j] = '#';
820 }
821 }
822 812
823 /* setup num_free_spots and room_free_spots */ 813 /* setup num_free_spots and room_free_spots */
824 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP); 814 find_doors_in_room_recursive (layout2, map, x, y, doorlist, &ndoors, RP);
825 815
826 /* deallocate the temp. layout */
827 for (i = 0; i < RP->Xsize; i++)
828 {
829 free (layout2[i]);
830 }
831 free (layout2);
832 return doorlist; 816 return doorlist;
833} 817}
834
835
836 818
837/* locks and/or hides all the doors in doorlist, or does nothing if 819/* locks and/or hides all the doors in doorlist, or does nothing if
838 opts doesn't say to lock/hide doors. */ 820 opts doesn't say to lock/hide doors. */
839
840void 821void
841lock_and_hide_doors (object **doorlist, mapstruct *map, int opts, RMParms * RP) 822lock_and_hide_doors (object **doorlist, maptile *map, int opts, random_map_params *RP)
842{ 823{
843 object *door; 824 object *door;
844 int i; 825 int i;
845 826
846 /* lock the doors and hide the keys. */ 827 /* lock the doors and hide the keys. */
848 if (opts & DOORED) 829 if (opts & DOORED)
849 { 830 {
850 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++) 831 for (i = 0, door = doorlist[0]; doorlist[i] != NULL; i++)
851 { 832 {
852 object *new_door = get_archetype ("locked_door1"); 833 object *new_door = get_archetype ("locked_door1");
853 char keybuf[256];
854 834
855 door = doorlist[i]; 835 door = doorlist[i];
856 new_door->face = door->face; 836 new_door->face = door->face;
857 new_door->x = door->x; 837 new_door->x = door->x;
858 new_door->y = door->y; 838 new_door->y = door->y;
859 remove_ob (door); 839 door->remove ();
860 free_object (door); 840 door->destroy ();
861 doorlist[i] = new_door; 841 doorlist[i] = new_door;
862 insert_ob_in_map (new_door, map, NULL, 0); 842 insert_ob_in_map (new_door, map, NULL, 0);
863 sprintf (keybuf, "%d", (int) RANDOM ()); 843 new_door->slaying = format ("RMG-%d-%d", (int)rmg_rndm (1000000000), (int)rmg_rndm (1000000000));
864 new_door->slaying = keybuf;
865 keyplace (map, new_door->x, new_door->y, keybuf, NO_PASS_DOORS, 2, RP); 844 keyplace (map, new_door->x, new_door->y, new_door->slaying, NO_PASS_DOORS, 2, RP);
866 } 845 }
867 } 846 }
868 847
869 /* change the faces of the doors and surrounding walls to hide them. */ 848 /* change the faces of the doors and surrounding walls to hide them. */
870 if (opts & HIDDEN) 849 if (opts & HIDDEN)
879 { 858 {
880 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP); 859 retrofit_joined_wall (map, door->x - 1, door->y, 0, RP);
881 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP); 860 retrofit_joined_wall (map, door->x + 1, door->y, 0, RP);
882 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP); 861 retrofit_joined_wall (map, door->x, door->y - 1, 0, RP);
883 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP); 862 retrofit_joined_wall (map, door->x, door->y + 1, 0, RP);
863
884 door->face = wallface->face; 864 door->face = wallface->face;
865
885 if (!QUERY_FLAG (wallface, FLAG_REMOVED)) 866 if (!QUERY_FLAG (wallface, FLAG_REMOVED))
886 remove_ob (wallface); 867 wallface->remove ();
887 free_object (wallface); 868
869 wallface->destroy ();
888 } 870 }
889 } 871 }
890 } 872 }
891} 873}

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